Game device and screen display method thereof

ABSTRACT

The present invention aims at providing a game device that is easier to use for the player. Therefore, the game device according to the present invention advances the game from a position in which the time axis of the game is slightly returned when the screen is switched. Accordingly, the difficulty of the game operation after the screen is switched may be reduced.

BACKGROUND OF THE INVENTION

1. 1. Field of the Invention

2. The present invention relates to a game device, and more particularlyrelates to the improvement, etc. of the screen display method thereof.

3. 2. Description of the Prior Art

4. In the so-called video game devices, by watching the screen andoperating the pad to control the movement of the objects, the game isadvanced. In the recent 3D (three-dimensional) game devices, there aretypes in which the display with a plurality of viewpoints within thevirtual space is possible.

5. However, if the screen is switched due to changes in the viewpoint,there are situations in which the player may not be able to immediatelyreact to the game in the new screen because the game is advancing inreal-time within the virtual space. Such case is not desirable in thatthe player's reaction is delayed and the game becomes too difficult.

6. Furthermore, as the game screen is able to react quickly pursuant tothe CPU becoming highly efficient, it will become difficult to hit fastpitches in baseball games, etc.

7. Moreover, as game devices generally only possess input devices withbasic structures, the direct input of commands, etc. is difficult.

SUMMARY OF THE INVENTION

8. Therefore, the present invention aims at providing a game device thatis easy for the player to use and the screen display method thereof.Specifically, the aim is to give the player sufficient time to react byadvancing the game from a position slightly returned from the time axisof the game when the screen is switched.

9. In order to achieve this aim, the game device of the presentinvention comprises game proceeding means for arranging an object in thevirtual space formed within the computer system and proceeding the gameby controlling the movement of the object according to input operationsand rules set forth, displaying means for displaying a screen of thesituation seen from a certain viewpoint within the virtual space,distinguishing means for distinguishing the occurrence of a certainevent in the game, data storing means for storing the data of objectsinto the memory in correspondence with the occurrence of the event,condition distinguishing means for continuing the game until a fixedcondition is fulfilled from the occurrence of the event, reforming meansfor reforming the virtual space with data of the stored object when thefixed condition is fulfilled, and viewpoint position changing means forchanging the position of the viewpoint after the reformation.

10. It is preferable if this condition distinguishing means is a timerthat generates output when time no. 1 is elapsed from the occurrence ofthe event. In addition, it is preferable for data storing means to storedata of the object into the memory when time no. 2, which is shorterthan time no. 1, is elapsed after the occurrence of the event.Furthermore, it is preferable if this time no. 2 is set forth incorrespondence with the object bearing the character of the game.

11. As a preferred embodiment of the present invention, there is thebaseball game device. This baseball game device includes at least ashowdown situation between the pitcher and batter, and comprises pitchdistinguishing means for distinguishing the pitch thrown by the pitcher,timing means which starts timing in response to the pitch, and means fordisplaying the elapsed time on the screen until the pitch has beencaught.

12. The screen display method of the game device of the presentinvention is a screen display method when the viewpoint is switched inthe game device which is able to display from a different viewpoint inthe situation of the game proceeded by the arrangement of objects withinthe virtual space, and advances the game for a short time with thepresent viewpoint when a specific event occurs in which the viewpointshould be changed, returns the time axis in the virtual space to for acertain time when the above short time has elapsed, and advances thegame again by switching the above viewpoint to another viewpoint. It isdesirable that this certain time is set forth in correspondence with theobject bearing the character of the game.

13. As a preferred screen display method of the present invention, thereis a screen display method of a baseball game device. This screendisplay method of a baseball game device is an display method of ascreen in a baseball game device including a pitching screen in whichthe subject is the pitcher and batter, and displays the elapsed time,which is the time from when the pitcher throws the ball until such pitchhas been caught, on the pitching screen.

14. The information processing device (game device) of the presentinvention comprises rhythm input means for inputting rhythm, rhythmstoring means for storing in advance a specific rhythm and informationin correspondence, distinguishing means for distinguishing whether ornot the input rhythm and the stored rhythm coincide, and informationoutputting means for outputting the corresponding information in theevent the input rhythm and the rhythm stored in advance coincide.

15. The information storage medium of the present invention stores theprogram to function a computer system as a game device etc.

BRIEF DESCRIPTION OF THE DRAWINGS

16.FIG. 1 is a perspective view explaining an example of the entirestructure of the game device.

17.FIG. 2 is a block diagram explaining the system structure of the gamedevice.

18.FIG. 3 is a flowchart schematically explaining the overall movementof the game device.

19.FIG. 4 is a flowchart explaining the storage processing of objectdata for returning the time axis of the game when a screen-switchingevent has occurred.

20.FIG. 5 is a flowchart explaining the processing for returning thetime axis of the game.

21.FIG. 6 is a functional block diagram explaining an example ofsimulation means of various objects in the baseball game.

22.FIG. 7 is an explanatory diagram explaining the viewpoint positionswitching and the return of the time axis of the game.

23.FIG. 8 is an explanatory diagram explaining an example of a pitchingscreen in the baseball game.

24.FIG. 9 is an explanatory diagram explaining an example of a pitchingscreen in the baseball game.

25.FIG. 10 is an explanatory diagram explaining an example of a pitchingscreen in the baseball game.

26.FIG. 11 is an explanatory diagram explaining an example of the timeaxis being returned from the pitching screen and switched to thefielding screen.

27.FIG. 12 is an explanatory diagram explaining other examples of thetime axis being returned from the pitching screen and switched to thefielding screen.

28.FIG. 13 is a flowchart explaining the processing for distinguishingthe contact of the swing.

29.FIG. 14 is a flowchart explaining the processing for establishing thereturn time of the object's time axis when the screen is switched in thebaseball game.

30.FIG. 15 is an explanatory diagram explaining the table (database)which stores the player's ability of each team.

31.FIG. 16 is a flowchart explaining the storage of the batted ballobject data.

32.FIG. 17 is a flowchart explaining the storage of the fielder objectdata.

33.FIG. 18 is a flowchart explaining the storage of the runner objectdata.

34.FIG. 19 is a flowchart explaining the switching of the screen.

35.FIG. 20 is an explanatory diagram of displaying the elapsed time onthe screen.

36.FIG. 21 is an explanatory diagram showing an example of displayingthe start time on a portion of the screen.

37.FIG. 22 is an explanatory diagram showing an example of displayingthe elapsed time on a portion of the screen.

38.FIG. 23 is a flowchart explaining an example of displaying the timeuntil the thrown pitch has been caught.

39.FIG. 24 is an explanatory diagram of the input signal for explainingthe rhythm input.

40.FIG. 25 is a flowchart explaining the algorithm which determines therhythm input.

41.FIG. 26 is a flowchart explaining other algorithms which determinethe rhythm input.

DESCRIPTION OF THE PREFERRED EMBODIMENT

42. The embodiments of the present invention will be explained withreference to the drawings. FIG. 1 is an exterior view of the video gamemachine which uses the image processing device of one embodiment of thepresent invention. In this diagram, the video game machine main body 1is roughly a box shape, and a baseboard etc. for game processing areprovided therein. In addition, two connectors 2 a are provided in frontof the video game machine main body 1, and the pad 2 b for gameoperation is connected to these connectors 2 a via the cable 2 c. Whentwo players are to enjoy the game, two pads 2 b are used.

43. On the upper part of the video game machine main body 1, a cartridgeI/Fla for connecting the ROM cartridge and a CD-ROM drive 1 b forreading in the CD-ROM are provided therewith. Though not shown in thediagram, a video output terminal and an audio output terminal areprovided on the back of the video game machine main body 1. This videooutput terminal is connected to the audio input terminal of a TVreceiver 5 via a cable 4 a, and the audio output terminal is connectedto the audio input terminal of the TV receiver 5 via the cable 4 b. Inthis type of video game machine, by the user operating the pad 2 b, thegame may be played while watching the screen shown on the TV receiver 5.

44.FIG. 2 is a block diagram showing the outline of the TV game machineof the present embodiment. This image processing device is structuredwith the likes of a CPU block 10 which implements the control of theentire device, a video block 11 which implements the display control ofthe game screen, a sound block 12 which generates sound effects etc.,and a subsystem 13 which implements the read out of the CD-ROM.

45. The CPU block 10 is structured with the likes of a SCU (SystemControl Unit) 100, a main CPU 101, a RAM 102, a ROM 103, a cartridgeI/Fla, a sub CPU 104, and a CPU buss 103. The main CPU 101 implementsthe control of the entire device. This main CPU 101 comprises therein acalculating function similar to a DSP (Digital Signal Processor) and isable to execute the application software at high speeds. The RAM 102 isused as the work area of the main CPU 101. In the ROM 103, an initialprogram etc., for the initialization processing is written therein. TheSCU 100 implements smooth data input and output between the main CPU101, the VDP 120, 130, the DSP 140, and the CPU 141 etc., by controllingthe buss 105, 106, and 107. Furthermore, the SCU 100 comprises a DMAcontroller therein and is able to transmit sprite data in the game tothe VRAM within the video block 11. By this, a high-speed implementationof the application software of games etc., is possible. The cartridgeI/Fla is for inputting application software supplied in the form of aROM cartridge.

46. The sub CPU 104 is the so-called SMPC (System Manager & PeripheralControl) and comprises functions such as gathering peripheral data fromthe pad 2 b via the connector 2 a according to the request from the mainCPU 101. The main CPU 101 performs processing based on the peripheraldata received from the sub CPU 104. A desired peripheral within a pad, ajoystick, or a keyboard etc., may be connected to the connector 2 a. Thesub CPU 104 comprises functions of automatically recognizing the type ofperipheral connected to the connector 2 a (main body side terminal) andgathering peripheral data etc., according to the communication method inresponse to the type of peripheral.

47. The video block 11 comprises a VDP (Video Display Processor) 120which performs the drawing of characters etc. made of polygon data ofvideo games, and a VDP 130 which performs the drawing of the backgroundscreen, synthesizing of the polygon image data and background image, andclipping processing etc. The VDP 120 is connected to VRAM 121 and theframe buffer 122 and 123. The drawing data of polygons displayig thecharacters of video game machines are sent from the main CPU 101 to theVDP 120 via the SCU 100, and is written into VRAM 121. The drawing datawritten into the VRAM 121, for example, are drawn into the frame buffer122 or 123 which are used for drawing in a format of 16 or 8 bit/pixel.The drawn data in the frame buffer 122 or 123 are sent to the VDP 130.Information that controls the drawing is given from the main CPU 101 tothe VDP 120 via SCU 100. Then, the VDP 120 implements the drawingprocessing according to the above information.

48. A VDP 130 is connected to a VRAM 131, and it is structured so thatthe image data outputted from the VDP 130 is outputted to an encoder 160via a memory 132. The encoder 160 generates image signals by addingsynchronous signals etc. to the image data, and outputs to the TVreceiver 5. Thereafter, the game screen is displaayed on the TV receiver5.

49. The sound block 12 consists of a DSP 140 which performs soundsynthesizing according to a PCM method or an FM method, and a CPU 141which performs the control etc. of this DSP 140. The sound datagenerated by the DSP 140 is outputted to the speaker 5 after it isconverted into a two channel signal by a D/A converter 170.

50. The sub system 13 consists of the CD-ROM drive 1 b, a CD I/F 180, aCPU 181, an MPEG AUDIO 182, and an MPEG VIDEO 183 etc. This sub system13 comprises functions which perform the read-in of application softwaresupplied in a format of a CD-ROM and the reproduction of animations etc.The CD-ROM drive 1 b is for reading in data from the CD-ROM. The CPU 181performs processing of correcting mistakes of the read in data and thecontrol etc. of the CD-ROM drive 1 b. Data read in from the CD-ROM aresupplied to the CPU 101 via the CD I/F180, the buss 106, and the SCU100, and are used as application software. Furthermore, the MPEG AUDIO182 and the MPEG VIDEO 183 are devices for restoring data compressed bythe MPEG standards (Motion Picture Expert Group). By performing therestoration of the MPEG compressed data written into the CD-ROM usingthese MPEG AUDIO 182 and MPEG VIDEO 183, the reproduction of theanimation becomes possible.

51.FIG. 3 is a flowchart schematically explaining the overall movementin the 3D (three-dimensional) game device.

52. Foremost, according to game programs and object data etc. which wereintroduced by the CD-ROM 1 b and stored in the RAM 102, the movements ofeach character (people etc.) or the objects in the background arecontrolled. The position of each object is calculated according to theobject's movement rule (motion model) prescribed for each object, andthe position in the world coordinate system is calculated (S12). Eachobject is arranged in the virtual space of the world coordinate systemthat is formed within the CPU block 10 (S14). The position data of theviewpoint at this point in time is read in from the RAM 102 (S16). Dataof each object arranged in the virtual space of the world coordinatesystem is converted to the viewpoint coordinate system. Furthermore, inorder to display the object on the screen, clipping and perspectiveconversions etc. are performed to convert to the screen coordinatesystem so as to obtain image data (S18). The game screen is displayed bythis image data being converted to a video signal and sent to the TVreceiver 5. This type of game image formation processing is repeated ina frame period of the TV receiver, and is displayed as animation.

53.FIGS. 4 and 5 are respective flowcharts explaining the importantpoints of the present invention.

54. As explained above, in a 3D game, the view of the game may bechanged by suitably switching the position of the viewpoint placedwithin the virtual space.

55. However, when the viewpoint position is switched during a game,there are cases in which the input operation of the game immediatelyafter such switching may not be in time. This is because, as the game(simulation) itself in the virtual space is continuously advancingregardless of the switching of the screen, the appropriate operation ofthe pad 2 b will always be required. However, as a substantial amount oftime is required until necessary information from the switched screen isobtained and operation of the game pad 2 b is judged and performed, theoperation (response) is delayed.

56. Therefore, as in game devices that use highly efficient CPUs, if theprogress of the game is not suspended even by the increase in the loadof calculation processing when the screen is switched, the difficulty ofthe game substantially increases.

57. Thus, when switching the screen in the present invention, the playeris given sufficient time for input operation by the time axis beingreturned and thereby able to continue enjoying the game.

58. As shown in FIG. 4, for example, a flag is set up when an eventoccurs in which the viewpoint during the 3D game should be switched, andthe set up of the flag during the main program (not shown) isdistinguished (S32). If an event occurs in which the viewpoint should bechanged, the clocking of the switch timer built-in the CPU block 10 (orrealized by the software) is commenced (S34). After the occurrence ofthe switching event with time t, this timer is used for the switching ofthe screen (viewpoint position) when certain time Δt is elapsed. Next,in order to be able to return the time axis of the game from time t+Δtto switching event occurrence time t, data in relation to the parameteretc. of each object's position or function at the present time (t) arestored in the RAM 102 (S36). Furthermore, by continuously storing objectdata into the RAM 102, object data of a discretionary time on the timeaxis may be read out thereafter.

59. Even after the occurrence of the viewpoint switching event, the gameadvances until time t+Δt as is. Then, the player is slightly shown theprogress of the game after the occurrence of the switching event. Whenthe switching timer becomes time-out and the flag is set up, as shown inFIG. 5, it is distinguished during the main program (S42). In order toreturn the game to the time condition of time t, present data of eachobject within the virtual space is replaced by object data stored in theRAM 102, and the game is returned and resumed (S44). Thereafter,switching of the viewpoint position is performed (S46). Data of theviewpoint position is either changed to the position set forth in theprogram in advance, or to the position designated by the player (S46).By this, the screen is switched, and the game is continued with theswitched screen.

60. Like this, after an event occurs in which the screen should beswitched, the screen is switched upon returning the time axis of thegame to the time of the occurrence of the event after advancing the gamefor a certain time and showing the player the game proceeds. Thereafter,as the game is advanced again from a slightly previous point, the playeris able to continue the game with the switched screen with sufficienttime to a certain extent.

61. Next, the case in which the present invention is applied to abaseball game will be explained. FIG. 6 is a functional block diagramexplaining an example of the calculation processing of the object in thegame. In the same figure, a pitch calculation processing means 310simulates the path of the ball object thrown by the pitcher. A battingcalculation processing means 320 simulates the path of the bat objectswung by the batter.

62. A contact distinguishing means 330 distinguishes whether or not thebat hit the ball by checking the path of the ball object and the batobject. If the bat hit the ball, a contact flag is set up and theoccurrence of the contact event is set up in a various flag set upsection 420.

63.FIG. 13 is a flowchart explaining an example of the movement of thecontact distinguishing means 330. This means distinguishes whether ornot the input batter has swung by the player's operation of the pad 2 b(S102). If swung, the thrown path of the ball object is read (S104). Theswing path of the bat object is read (S106). Both paths are checked andthe distinction is made of whether or not the bat hit the ball (S108).If hit, the contact flag is set up. This will become the screenswitching order to be explained afterwards (S110).

64. In correspondence with the occurrence of the contact event, a battedball calculation processing means 340 calculates the flight direction ofthe ball from the path of the ball object and the rotation path of thebat object, and simulates the flight of the ball by setting forth theparameter of the ball flight function. In correspondence with the set upof the contact flag, a fielding calculation processing means 350 movesthe fielder object from the current fielding position towards thepredicted path of the ball. The speed of this movement is affected bythe ability parameter of a certain player. A catch distinguishing means360 checks the path of the ball object and the path of the fielderobject and determines whether or not the fielder has caught the ball. Ifcaught, the catch flag is set up in the flag set up section 420. A baserunning calculation processing means 370 moves the runner object towardsfirst base in correspondence with the set up of the contact flag. Themovement speed of the batter object is affected by the ability parameterof a certain player. An out/safe distinguishing means 380 checks thefielder's catch of the fly ball, or the throw to first base aftercatching a grounder with the batter object's base running to first baseand distinguishes whether it is out or safe. By the result of thedistinction, the flag set up section 420 sets up an out flag or a safeflag.

65. The pitch calculation processing means 310, the batting calculationprocessing means 320, the batted ball calculation processing means 340,the fielding calculation processing means 350, and the base runningcalculation processing means 370 respectively send each position data ofthe thrown ball object, bat object, batted ball object, fielder object,and runner object to an image displaying means 410. The image displayingmeans 410 places each object in the virtual space and draws the 3Dimage, then forms the video signal and supplies it to the TV receiver.Each of the calculation processing means mentioned herein areexplanations of only portions of the various object calculationprocessing means in a baseball game, which are realized within the CPUblock 10. Furthermore, the function of the image displaying means 410 isprincipally realized in the video block 11.

66. A time axis returning means 430 is for returning the time axis ofthe game when changing the viewpoint position in the above coordinateconversion (S18). In response to an occurrence of an event such as theset up of the contact flag in which the screen should be changed (screenswitching order), this means temporarily stores object data of the pathcalculation (simulation) processing means of various objects, andinstructs the re-set up of the above data after the elapse of a certaintime as well as the change of the viewpoint. The time axis returningmeans 430 is realized within the CPU block 10.

67. Specific movement examples of the time axis returning means 430 willbe explained with reference to FIGS. 7 to 12.

68.FIG. 7 is an explanatory diagram explaining the viewpoint positionand the game progress situation. Foremost, a screen in which the subjectis the showdown between the batter and pitcher (pitching screen) shownfrom the viewpoint position 1 behind the catcher is displayed. As shownin FIG. 8, the pitcher throws the ball at time t0. The batter hits theball at time t1 (FIG. 9). The ball is hit between first and second baseat time t3 (FIG. 10). The time axis of the game is returned to time t1′,the viewpoint is switched to a viewpoint in the sky at time t1, and thegame advances with a screen in which the subject is fielding (fieldingscreen) (FIG. 11). The degree of the return of the time axis may bechanged by the fielding ability of the player or the return time set upby the player. For example, it is possible to return to the screen oftime t2, which is between time t1 and time t3 (FIG. 12). By this, it ispossible to provide the player with sufficient time after the screen isswitched.

69. Next, the movement of the time axis returning means 430 whenreturning the time axis of each object with consideration to theindividual ability of the player is explained with reference to theflowcharts shown in FIGS. 14 to 19.

70. Foremost, when the contact flag, which is a screen switching order,is set up (S122), the batter's hitting power data is read. FIG. 15 isthe database wherein the ability of each player is stored, and it isloaded from the CD-ROM 1 b then stored in the RAM 102 (S124). Forexample, if the batter is player A from team X, in order to set forththe position of the batted ball after the screen is switched, timeouttime Δt′ in response to hitting power 5 is set up in built-in timer 11(not shown) (S126). If the hitting power is great and the batted ball ismoving fast, there will be less time for the player after the screen isswitched, thus, it is preferable to increase the returning amount of thetime axis of the batted ball. This may be performed by the set up oftimeout time Δt′. The same may be said for the following player'sindividual abilities such as for running. From the database, runningability data of a player from team Y who is in the direction of the pathof the batted ball is read (S128), and timeout time Δt″ is set up inresponse to the running ability (S130). The running ability of therunner data (in this case batter A) is read from the database (S132),and timeout time Δt′″ in response to the running ability 2 is set up tothe built-in timer 13 (not shown) (S134). Like this, after setting thetimer of each object (or main objects) which comes into view, timeouttime Δtx of the screen switching timer (not shown) is set up (S136). Thescreen-switching timer is for setting the time until the screen isswitched from the occurrence of the screen-switching event, and the setup time Δtx (=t3−t1) of the timer is, for example, 2 seconds. The set uptime of Δt′, Δt″, Δt′″, or timers 11 to 13 are shorter than the screenswitching timer's set up time of Δtx.

71. Furthermore, the screen-switching event is not limited to thecontact judgment. For example, it could be after the batted ball is inthe air or at the starting time of the bat swing, so various points maybe used as the timing of switching.

72. As shown in FIG. 16, if the timeout of the timer 11 is distinguishedduring the main program by a flag set up of the same timer (S142), thebatted ball object data, which the batted ball calculation processingmeans 340 is calculating at the time of t1+Δt′ on the time axis, isstored in the RAM 102 (S144).

73. As shown in FIG. 17, if the timeout of the timer 12 is distinguishedduring the main program by a flag set up of the same timer (S152), thefielder object data, which the fielding calculation processing means 350is calculating at the time of t1+Δt″ on the time axis, is stored in theRAM 102 (S154).

74. As shown in FIG. 18, if the timeout of the timer 13 is distinguishedduring the main program by a flag set up of the same timer (S162), thebatted ball object data, which the base running calculation processingmeans 370 is calculating at the time of t1+Δt′″ on the time axis, isstored in the RAM 102 (S164).

75. Like this, if a viewpoint (screen) switching event occurs, objectdata is temporarily saved in the position on the time axis set forth foreach object.

76. Simulating calculation is continued even after the temporary storageof the object data of each calculation processing means, and the game isadvanced.

77. Next, as shown in FIG. 19, if the timeout of the screen-switchingtimer is distinguished during the main program by a flag set up of thesame timer (S172), the write-in of object data temporarily stored in thebatted ball calculation processing means 340 is performed, and thebatted ball object is returned to the position of t1+Δt′ on the timeaxis and simulation is continued (S174). The write-in of object datatemporarily stored in the fielding calculation processing means 350 isperformed, and the fielder object is returned to t1+Δt″ on the time axisand simulation is continued (S176). The write-in of object datatemporarily stored in the base running calculation processing means 370is performed, and the runner object is returned to t1+Δt′″ on the timeaxis and simulation is continued (S178). After the re-set up of theposition of each object is completed, the image displaying means 410 isordered to change the data of the viewpoint position. By this changeorder of the viewpoint position, the fielding screen which has beenreturned from the pitching screen (FIGS. 8 to 10), for example, isswitched to a screen of contact time t1 (FIG. 11), and the game iscontinued (S180).

78. As explained above, when switching the screen, as well as being ableto set the degree of return of the time axis for each object, it is alsopossible to return the time axis of each object in uniform by settingthe time of each timer the same.

79. Moreover, in the above example, although the screen was switched bythe timer output, it is not limited to such method. For example, it ispossible to use the value of the distance of the batted ball or the sizeof the batted ball on the screen etc. It is further possible to switchthe camera when the distance of the batted ball reaches a certain valueset forth in the program after judging the position coordinates of thebatted ball, or when the size of the batted ball on the batting screenas shown in FIGS. 8 or 9 becomes smaller than a certain value set forthin the program.

80.FIG. 20 shows an example of a measure to make other games easier,which explains an example of displaying the elapsed time from time t0 ona portion of the screen from time t0 to time t1 during the game.

81. FIGS. 21 to 23 is an explanation of when the above example isapplied to a baseball game (batting).

82. In these examples, by displaying the time until the ball thrown bythe pitcher passes home plate (the time from the throw to the catch) onthe pitching screen, it makes it easier for the player to time the swingoperation of the batter.

83. That is, in a game program not shown, a flag is set up in a timingwhen the pitcher releases the ball (when the start of pitching has beeninstructed, in other words, when the pitching button is pushed or whenthe pitcher starts the pitching motion), and if this is distinguishedduring the main program (S202), the timer is started (S204) and theelapsed time after the release is displayed on the screen (S206). FIG.21 shows an example of a screen at the moment of the release of theball, and this is when the timer starts from “0.00 seconds.” The timerdisplay is repeated until the ball passes through home plate (S206,S208: No). When the ball passes through home plate (S208: Yes), thetimer is stopped, and the display of the time required for the ball topass between the pitcher's plate and home plate “0.46 seconds” ismaintained for a certain time. This example is shown in FIG. 22 (S210).

84. The judgment of whether the ball has passed home plate, for example,may also be distinguished by the simulation of the pitch calculationprocessing means 310, or by the ball speed and the distance between thepitcher's plate and home plate etc.

85. Like this, as the ball approaching elapsed time after the pitch isdisplayed on the screen, the player may perform the operation of theswing with reference to such time.

86. Incidentally, there are game devices that enable usage by onlyspecific players, or are made to input passwords or secret commands fromthe operation pad 2 b (or with keyboard input devices etc. (not shown))in order to change to a special operation mode not disclosed to thepublic. Whether or not the combination of the input chord group is acombination of specific chords stored in advance is distinguished, whichenables the use of the game device or interprets it as a special orderto the CPU.

87. However, with this type of input method in a password format, aninput device provided with a certain number of inputs in order togenerate a plurality of types of chords will be required. This is notpreferable since it limits the format of the input device. In addition,the player must accurately remember a series of numbers or symbols etc.

88. Thereby, the following invention utilizes rhythm input to obtain thesame functions as passwords and specific function keys.

89. As shown in FIG. 24, if a group of operations is input with aspecific key or stick etc. when the game device is in a condition ofreceiving rhythm input, rhythm input distinguishing processing shown inFIG. 25 is performed.

90. Foremost, the input number and the on time of each operation of therhythm input data are sampled by the sub CPU 104 and stored in the RAM102. If the main CPU 101 distinguishes that the rhythm input has beenperformed (S302), it calculates the total operation time by adding theon time of each operation (S304). For example, if the input number is13, and the width of the input signal pattern is a rhythm of “short,short, long, short, short, long, short, short, short, short, short,short, short,” the input signal pattern is formalized with the signalwidth (average value) of the short width signal as the basis, and theformalized pattern is obtained. In the example of the input signalabove, the formalized pattern is “1121121111111” (3-3-7 rhythm) (S304).This formalized pattern (rhythm pattern) is compared with the rhythmpattern previously stored in the database, and the operation order etc.in correspondence with the 3-3-7 rhythm is selected (S306). The selectedchord information is provided to the above program by the so-calledcommunication between programs (S308). For example, in a baseball gamedevice, it may be used for a hidden command in order to perform a gameproceeding with specially selected members. Furthermore, for theso-called printing devices (game devices which produce stickers ofphotographs), for example, it may be used as a hidden command etc. forproducing a sticker of a person's photograph in a sepia color.

91. This kind of corresponding combination of rhythm and chords may beprovided as a database in advance, or by the learning mode establishedin the game device, it may also construct the database to each rhythm byperforming processing of corresponding a specific order chord to therhythm inputted by the player.

92.FIG. 26 shows distinction examples of other rhythm inputs. In thedatabase, the input number (N) of the entire phrase, the number of beats(H) of the entire phrase, and the number of beats in between each inputof the phrase (Rx; provided that, 1≦x≦N) are stored in advance. Here, aphrase shall mean the required input rhythm. A beat shall mean a unitfor calculating the time from one input to another.

93. For example, with the 3-3-7 rhythm explained above: input number(N)=13, number of beats (H)=15, and number of beats in between eachinput (Rx) will be “1,1,2,1,1,2,1,1,1,1,1,1,1.”

94. If a previously planned input for the above situation is made(S322), the time required for the input number is added and the totaltime T is calculated. For example, in the situation of the 3-3-7 rhythmabove, the sum total of the on time of the 13 inputs is calculated(S324). Next, time h per one (1) beat (=T/number of beats) is searched.In the case of the 3-3-7 rhythm, h=T/15 (S326). Regarding each of theplurality of input signals inputted in order, it is distinguishedwhether or not the time length (on time) is within the permissible scopeby the following formula:

(Rx−ΔR)×h≦y≦(Rx−ΔR)×h

95. Here, y is the time required from the input number of x to the inputnumber of x+1, and ΔR is the permissible input error(S328).

96. As a result of the above distinction regarding each input, if theinput rhythm coincides with a phrase stored in the database (S330), thechord corresponding to the phrase is outputted to the above program(S332).

97. Like this, input operation by rhythm is possible. With a rhythminput operation, passwords and hidden orders etc. may be inputted with asingle switch or a single operation lever. Therefore, the input devicemay be managed with a simple structure. In addition, the rhythm may beinputted at a speed according to each person's preference. Moreover, asthe input operation itself possesses a game quality, such operation initself will be enjoyable.

98. The program like the one explained above which realizes the gamedevice and the screen display method therefor on a computer system willbe stored on and provided by an information storing medium, for example,CD-ROM, DVD-ROM, and ROM cassette etc.

99. As explained above, according to the game device of the presentinvention, when the viewpoint is switched in a 3D game, as the game isadvanced from a position in which the time axis of the game has beensuitably returned, it is desirable in that the difficulty of the gamemay be avoided when the screen is switched.

100. Furthermore, according to the game device of the present invention,as the elapsed time from a certain point is displayed on the screen, itis preferable in that it may be used as a reference for the timing ofthe swing in a baseball game.

101. Moreover, according to the game device of the present invention, asfixed information may be inputted into the device by rhythm input, it ispreferable in that an input device with a relatively simple structuremay be used in a variety of ways.

We claim:
 1. A game device comprising; game proceeding means forarranging an object in the virtual space formed within the computersystem, and proceeding the game while controlling the movement of saidobject according to the input operation and predetermined rules,displaying means for displaying the state within said virtual space as ascreen seen from a certain viewpoint, distinguishing means fordistinguishing the occurrence of a specific event in said game, datastorage means for storing data of said object corresponding to theoccurrence of said event into the memory, condition distinguishing meansfor continuing the game until a fixed condition is fulfilled from theoccurrence of said event, reforming means for reforming said virtualspace with the stored data of said object when said fixed condition isfulfilled, and viewpoint position changing means for changing theposition of said viewpoint after said reforming.
 2. A game deviceaccording to claim 1 , wherein said condition distinguishing means is atimer that generates output when time no. 1 has elapsed from theoccurrence of said event.
 3. A game device according to claim 2 ,wherein said data storing means stores data of said object in memorywhen time no. 2, which is shorter than time no. 1, has elapsed after theoccurrence of said event.
 4. A game device according to claim 3 ,wherein said time no. 2 is set forth in correspondence with thecharacter of the game in which said object is bearing.
 5. A screendisplay method when the viewpoint is switched in a game device which isable to display on the screen from a different viewpoint the state of agame proceeded by placing an object in said virtual space, wherein saidscreen display method of a game device advances the game for a shorttime with the present viewpoint when a specific event occurs in whichsaid viewpoint should be switched, returns the time axis in said virtualspace for a certain time when said short time has elapsed, switches saidviewpoint to another viewpoint, and advances said game again.
 6. Ascreen display method of a game device according to claim 5 , whereinsaid certain time is set forth in correspondence with the character ofthe game in which said object is bearing.
 7. A baseball game devicewhich at least includes a showdown of the pitcher and batter, whereinsaid baseball game device has pitch distinguishing means whichdistinguishes the pitch of said pitcher, clocking means which startsclocking in response to said pitch, elapesed time diaplaying means fordisplaying on the screen the elapsed time until said pitch is caught. 8.A screen display method in a baseball game device including a pitchingscreen in which the subject is a pitcher and batter, wherein said screendisplay method in a baseball game displays the elapsed time on saidpitching screen from the time when said pitcher throws the ball untilsaid catcher catches the ball.
 9. An information processing device,wherein said information processing device comprises rhythm input meanswhich is able to input rhythm, rhythm storing means which stores inadvance a specific rhythm and information in correspondence,distinguishing means which distinguishes whether or not the input rhythmand the rhythm stored in advance coincide, and information output meanswhich outputs said information in correspondence when the input rhythmcoincides with the rhythm stored in advance.
 10. A game device,including said information processing device according to claim 9 . 11.An information storage medium which stores the program that functions acomputer system as the device according to claim 1 .
 12. An informationstorage medium which stores the program that functions a computer systemas the device according to claim 7 .
 13. An information storage mediumwhich stores the program that functions a computer system as the deviceaccording to claim 9 .
 14. An information storage medium which storesthe program that functions a computer system as the device according toclaim 10 .